The easiest way would be to set some invisible events around the platform and stair sides. Just use a blank tile from one of the tileset options when selecting the event graphic (or just leave the default, which I believe is a blank sprite?), and change the event priority from Below Player to...
So I have a second question regarding VXA finaddling, this time regarding the menu. I found something that removes the "open" and "close" transition for the windows so they just kinda pop into the scene, but I haven't been able to find one that removes the fading effect from the menu itself for...
I ended up getting the same error when I tried changing the formula. I figured maybe it's because I had two parts to the actual damage formula (the character's attack being added to atk*4-def*2) so I took the first part out, but it still gave me the same error.
I'll also add that I have not...
So I want to include a sort of "berserker" skill in a project. This skill does damage to all enemies, but it also inflicts confusion on the user. Problem is, I'm not quite sure how to go about doing it.
I tried adding it into the damage formula like so:
a.atk + (a.atk * 4 - b.def *2)...
Personally I find it to depend on the game itself, so it's kind of case-by-case. When it comes to older games like on the NES, or games trying to emulate older systems, I give them a pass because it works to save on memory by just applying different palettes to existing sprites. For newer...
As long as you have a way to justify finding the crystals (or whatever other miscellaneous Macguffin it would be), and a way to put a spin on it (like RCXDan mentioned, maybe the bad guys are trying to collect them first, a la Mother 3 with the needles), in my opinion I think it's a pretty good...
@Roninator2 Your solution is exactly what I needed! I'm kind of a scripting idiot, so this is a little bit ambitious for me (I've done little practice things here and there but never actually tried tweaking scripts before), but I think I've got exactly what I need now. Many thanks to both of...
So I'm trying to make a more retraux looking game with VXA, and I've been slowly but surely tweaking menus and the like to achieve such a look. However, I can't for the life of me figure out how to adjust the opacity of the combat log, nor the color. None of the code in Window_BattleLog seems...
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